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refactor(Core/AI): Some more refactoring prep for Comat Threat system… (#15026)
Co-authored-by: Treeston <14020072+Treeston@users.noreply.github.com>
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@@ -278,9 +278,9 @@ struct ScriptedAI : public CreatureAI
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void Reset() override {}
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit* /*victim*/) override {}
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void JustEngagedWith(Unit* /*who*/) override {}
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// Called before EnterCombat even before the creature is in combat.
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// Called before JustEngagedWith even before the creature is in combat.
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void AttackStart(Unit* /*target*/) override;
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// *************
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@@ -455,13 +455,13 @@ public:
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virtual void ScheduleTasks() { }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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void JustReachedHome() override { _JustReachedHome(); }
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protected:
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void _Reset();
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void _EnterCombat();
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void _JustEngagedWith();
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void _JustDied();
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void _JustReachedHome() { me->setActive(false); }
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@@ -493,12 +493,12 @@ public:
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virtual void ExecuteEvent(uint32 /*eventId*/) { }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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protected:
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void _Reset();
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void _EnterCombat();
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void _JustEngagedWith();
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void _JustDied();
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EventMap events;
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